Your normals seem to have a ton of smoothing group errors. In a synced workflow that wouldn't generally be a problem, but I would reccommend going back and playing with the smoothing groups/hard/soft edges and letting your normal map do less work. :) http://www.polycount.com/forum/showthread.php?t=107196 That thread has a…
Hey Jordan, first off those holes on the phone are going to cause problems if you don't model each hole, if you want to just have them be in the normal map then you'll need to fill in the holes and just make them indention's. The HP is looking great though, and as Razgriz said a seam is needed along the hardened edges of…
A few things: 1. Make sure all of your uvs are welded (sometimes I get randomly unwelded uvs out of Modo) 2. Make sure you don't have a hard edge/smoothing group in the area you're getting seams 3. If you have mirrored/overlapping UVs, make sure to offset the overlapping bits by 1 unit. There is a bug in 1.10 regarding…
What they said, making sure that the necessary 'holding-edges' are applied to where they need to be in order for the high-poly to retain as much of its shape as possible when it's smoothed. You can also crease the edges, which can be found under the subdivision menu in the polygon tool set. However, I do have a question…
I think it looks like you could get away with using alphamapped planes as the poles are very thin and therefore would not need a lot of depth. It will of course not look as good, but it's still a possibility. Also it might be questionable if you'd actually get any performance boosts with lots of triangles vs alphamapping,…
This site by Inigo Quilez is a really nice source for stuff that I like: http://iquilezles.org/www/index.htm I also made some distance field primitive functions, and the smooth min, for blending them, based on these articles from his site: http://iquilezles.org/www/articles/distfunctions/distfunctions.htm…
Did some work on the eyelids, I'm going to retopologize now and do some more precise work since I ended up stretching a few spots too much and had to go beyond a polycount that gives me smooth navigation (there is an actual body attached to the head hence the extra polys). Currently the curves are rather sharp, for the…
Things have been uneventful as I have been bogged down with work, and recently PAX! Which was F*cking awesome as every other year! Played Hawken and got an alpha key! So excited. Here is an update on the head for the sculpt! Will update with a body update probably later. Im having this weird Pitting problem as you can see!…
Thank you! Abvrpt, those sure are some sweet resources! I was trying hard to avoid the too-smooth look that the smooth tool easily achieves, so I made an effort to get some sharp edges. It does look kinda low-poly. I did put way too little time into the neck/chest area. I'm glad most of the neck is hidden by the hair,…
I mainly use the ClayTubes brush for adding/removing larger forms, since it's fast and kinda fun, and feels more natural to me than the Standard brush. I know a lot of people on ZBrushcentral use the "Rake" tool but I never got the hang of it. Flatten and Smooth brushes for ... flattening and smoothing forms, heh. I use…